[HEADING=1]Age of Trials[/HEADING]
[sub]Image courtesy of Dan Slider on DeviantArt[/sub]
Click here for the game thread.
Hello, all. This is an RP that's been in the works for a while and based on my own imaginings, and will follow a small band of Meridas denizens (that's you folks!) as they journey to several key locations in this fictional world in a quest to slay god. This will be primarily based on how the group develops as they're shown the world they've spent their entire lives isolated from, and will feature several key decision points that will drastically affect the epilogue. However, I must insist that, unless stated otherwise, the party must come to a consensus, as I don't want to deal with a split party or a fight to the death at every decision point. In spite of the decisions, the RP will require that certain plot points be addressed.
[HEADING=2]The RP is starting. Below are the accepted players:[/HEADING]
Time Travelling Toaster
MortifiedPenguin
Mortis Nuncius
Malyc
Terratina.
If your name is not on this list, do not fret! If someone drops out (and someone almost always does), I'll be combing the rest of the sheets for a replacement.
If your name IS on this list, I'll be inviting you to a user group shortly, for out of context chatter. The game will take place in a separate thread, which I will link to here. Please read the OP in this thread if you haven't already. Below are some more tips either specific to this RP, or just stuff I'd like to emphasize.
No godmoding. This RP revolves around a party dynamic, so it's crucial that no single character be enforcing their will on everything. Which leads into...
You are not playing to win. This is not a video game; your objective is not to defeat the boss, it's to engage in a (hopefully) interesting story.
Develop your character. If your character's personality matches the blurb you put on your sheet at the end of even the first arc, that drags down the quality of the RP. Show that your character is a person who can grow and change.
Do not fight another party member.
Please use correct diction. For example, the concept of hell does not exist in the game world, so don't say it. Some fantastic curses/exclamations that you might find helpful to know of: Our Lord (rather than God), oblivion (rather than hell), "by the pillars." If a curse word refers to excrement/intercourse, you can assume it's valid.
You are not your character. Act like your character would, not like you would.
I want meaty posts. At least one or two paragraphs. One sentence posts really drag down the quality of an RP, as I've learned from experience. So make sure what you post is substantial.
I plan on separating this into 3 arcs, each focusing on a certain location.
Now here's some info on character creation:
On characters:
I'm not looking for a completely even spread of castes and personality types. After all, seeing two people of similar backgrounds develop differently in the same circumstances can be interesting. However, I don't particularly want a party containing four Arcane Scouts or whatever happens to be most popular. I am also imposing a pre-emptive cap of one for Steam Assassins; I don't feel that having more of that caste will add anything, and I anticipate that this will be the most popular. But don?t be discouraged from trying.
I'll likely have comments on submitted sheets, and if there's conflict with the lore, then I'll let you know and perhaps give suggestions on how to fix the issue.
If I get some interest, I'll put some more of the backstory that's floating around in my head to paper for your enjoyment. If not, then oh, well.
I'll create a sheet of my own once I pick everyone else's, as I don't want to influence your choices.
EDIT: Here's a meaty bit of information on various kinds of spirits. This isn't exactly required reading.
Your character and his/her Spirit:
In basic character creation, I'm going to have to insist that you stick to accepting Wolf and Bear spirits, if any. If you want to test those boundaries, I will take a look at what you come up with, but my answer will very likely be, "sorry, but no."
[sub]Image courtesy of Dan Slider on DeviantArt[/sub]
Click here for the game thread.
Long ago, in an era before time, the world was formless, an endless sea of earth and water, devoid of creation.
Then, from the depths of nothingness, rose Our Lord.
With him, came disparity.
Life, and Death.
Heat, and Cold.
Power, and Servitude.
Upon these three pillars, Our Lord founded humanity and civilization.
And as we grew, Our Lord shared with us his vast knowledge, granting us boons of technology as we became ready for them.
The world flourished. Culture and civilization blossomed even in the deepest reaches of the world, but just as the pillars served as the foundation for society, so did they support conflict.
Our Lord, displeased with our warring, disappeared without warning, and beset upon us a terrible curse.
In his absence, the forces of creation have spiraled out of control. Civilization has been beset upon by monstrous creatures and dynamic, uncontrollable terrain.
After centuries of struggle, humanity lies on the brink of destruction.
It is only by destroying or reconciling with Our Lord can we remove this curse and deliver ourselves from this age of trials.
Then, from the depths of nothingness, rose Our Lord.
With him, came disparity.
Life, and Death.
Heat, and Cold.
Power, and Servitude.
Upon these three pillars, Our Lord founded humanity and civilization.
And as we grew, Our Lord shared with us his vast knowledge, granting us boons of technology as we became ready for them.
The world flourished. Culture and civilization blossomed even in the deepest reaches of the world, but just as the pillars served as the foundation for society, so did they support conflict.
Our Lord, displeased with our warring, disappeared without warning, and beset upon us a terrible curse.
In his absence, the forces of creation have spiraled out of control. Civilization has been beset upon by monstrous creatures and dynamic, uncontrollable terrain.
After centuries of struggle, humanity lies on the brink of destruction.
It is only by destroying or reconciling with Our Lord can we remove this curse and deliver ourselves from this age of trials.
The only known landmass, simply referred to as the world, has seen many transformations. In the beginning, all men were ruled by the Meridan empire, which spanned the entire world, and was under the providence of The Lord, but lost his favor due to the brutal treatment of its people. The Lord helped dismantle the empire, and divided the remainder of the world into many nations, but the most powerful were the lands of Grainheart and Ureivar. During this time, and indeed for all time, any technological advancement was the product of The Lord sharing his knowledge with mortals. Science did not exist, as it was not needed. Technology was The Lord's way of showing his favor, and he did so by advancing the most promising cultures. He deemed Ureivar most promising, but he was betrayed when Ureivar used his favor to wage bloody war on the rest of the world. In anger, he spawned hordes of monsters and let loose a miasma of random creation, destabilizing civilization and making large-scale conflict impossible. It wasn't long until every nation had only self-preservation on its mind, but centuries later and only a few bastions of humanity have survived.
Meridas
Meridas is the birthplace of human civilization. It was once a nation spanning the entire continent, and favored by The Lord, but The Lord helped the subjects of the Cafka regime to rebel. Meridas contracted into a single city, with a massive natural moat surrounding it, and only a single bridge made of rock to connect it to the outside world. Because all societies trace their origins to Meridas, its language serves as the foundation for all others. It has, however, undergone a vast array of religious movements, transforming the religious beliefs of the city to be unrecognizable to outsiders.
The Cafka regime is still in power, and enforces a strict caste system that determines occupation, as well as indefinite martial law. Members of each caste are branded from birth with facial tattoos. Split into 3 main groups: Arcane, Advanced, and Enlightened. Some are considered Casteless: refugees or slaves subjected to poverty.
Meridan buildings are carved from gleaming, almost golden rock. The architecture uses simplistic geometry on a massive scale. A large castle complex is located on the opposite end of the bridge that houses the royalty.
Steam technology plays a large role in the wealthy Meridan's life.
Popular opinion is that if The Lord is killed and his place is taken, the Age of Trials will end, but there are dissenters who would propose regaining his favor.
Meridas is the birthplace of human civilization. It was once a nation spanning the entire continent, and favored by The Lord, but The Lord helped the subjects of the Cafka regime to rebel. Meridas contracted into a single city, with a massive natural moat surrounding it, and only a single bridge made of rock to connect it to the outside world. Because all societies trace their origins to Meridas, its language serves as the foundation for all others. It has, however, undergone a vast array of religious movements, transforming the religious beliefs of the city to be unrecognizable to outsiders.
The Cafka regime is still in power, and enforces a strict caste system that determines occupation, as well as indefinite martial law. Members of each caste are branded from birth with facial tattoos. Split into 3 main groups: Arcane, Advanced, and Enlightened. Some are considered Casteless: refugees or slaves subjected to poverty.
Meridan buildings are carved from gleaming, almost golden rock. The architecture uses simplistic geometry on a massive scale. A large castle complex is located on the opposite end of the bridge that houses the royalty.
Steam technology plays a large role in the wealthy Meridan's life.
Popular opinion is that if The Lord is killed and his place is taken, the Age of Trials will end, but there are dissenters who would propose regaining his favor.
The city of Meridas is visited by a member of the ancient and respected Nevvar order, Dackord. Many in Meridas respect and revere the Nevvar, but nevertheless, his request for aid in his order's quest to slay God is denied, as King Than feels too pressed for supplies. Dackord requests to stay in town for a time before setting off again on his journey, and the king complies. Not two days after Dackord's arrival, the city is beset upon by a horde of foul beasts at nightfall. The Warriors and Scouts do their best, but are overrun at the gates, and the monsters pour into the city, led by a powerful mage. Dackord takes a small group of elite warriors and slays the mage, but the warriors do not survive. After the mage is dead, the beasts are disorganized, and the Steam Knights, Arcane Warriors and Scouts are able to form an effective counterattack and drive them out. During the attack, five individuals showed exceptional strength and courage. A week later, as the city is rebuilt, King Than gathers these individuals in the Royal Palace before Dackord, where they are told they will be accompanying Dackord on his quest.
Hello, all. This is an RP that's been in the works for a while and based on my own imaginings, and will follow a small band of Meridas denizens (that's you folks!) as they journey to several key locations in this fictional world in a quest to slay god. This will be primarily based on how the group develops as they're shown the world they've spent their entire lives isolated from, and will feature several key decision points that will drastically affect the epilogue. However, I must insist that, unless stated otherwise, the party must come to a consensus, as I don't want to deal with a split party or a fight to the death at every decision point. In spite of the decisions, the RP will require that certain plot points be addressed.
[HEADING=2]The RP is starting. Below are the accepted players:[/HEADING]
Time Travelling Toaster
MortifiedPenguin
Mortis Nuncius
Malyc
Terratina.
If your name is not on this list, do not fret! If someone drops out (and someone almost always does), I'll be combing the rest of the sheets for a replacement.
If your name IS on this list, I'll be inviting you to a user group shortly, for out of context chatter. The game will take place in a separate thread, which I will link to here. Please read the OP in this thread if you haven't already. Below are some more tips either specific to this RP, or just stuff I'd like to emphasize.
No godmoding. This RP revolves around a party dynamic, so it's crucial that no single character be enforcing their will on everything. Which leads into...
You are not playing to win. This is not a video game; your objective is not to defeat the boss, it's to engage in a (hopefully) interesting story.
Develop your character. If your character's personality matches the blurb you put on your sheet at the end of even the first arc, that drags down the quality of the RP. Show that your character is a person who can grow and change.
Do not fight another party member.
Please use correct diction. For example, the concept of hell does not exist in the game world, so don't say it. Some fantastic curses/exclamations that you might find helpful to know of: Our Lord (rather than God), oblivion (rather than hell), "by the pillars." If a curse word refers to excrement/intercourse, you can assume it's valid.
You are not your character. Act like your character would, not like you would.
I want meaty posts. At least one or two paragraphs. One sentence posts really drag down the quality of an RP, as I've learned from experience. So make sure what you post is substantial.
Now here's some info on character creation:
Each character should fit into one of these categories.
These men and women are the staunch protectors of Meridas, serving as the infantry of the Meridan standing army. They are trained from a young age to fight with primitive weapons ? axes, hammers, shields ? and to be in touch with nature. They wear enough armor to protect themselves, but not to slow them down. In Meridan society, Arcane Warriors are respected and feared for their service. They usually reside in forward camps, if on an expedition into the wilderness, or in the homes of Meridan denizens, where they are provided room and board under the quartering act. Some Warriors drive their hosts to financial ruin with their antics, but others are more respectful. The caste, despite the danger it faces, is large in number.
Every Arcane Warrior takes the spirit of a bear into themselves as part of their rite of passage, at age sixteen. The spirit grants them inhuman constitution and strength, but the Warrior is often influenced by his bear. Often, warriors become more territorial and ruthless, and if the bear is particularly dominant, will have to consciously debate the bear should a decision need to be made. The extent to which these effects occur depends on the resolve of the Warrior and the resolve of the bear.
The Scouts provide knowledge of the situation in the wilds, hunt monsters and animals, and assist the Warriors in matters of battle. Scouts are trained from birth in the use of the bow and blade, some favoring one over the other. They also have knowledge of herbs and plants that dwarfs any other caste. They wear minimal leather armor almost all of the time, mostly just to protect from scrapes and bruises. Meridans respect the scouts, but they do not have a large presence, as they are few in number. Many Scouts die at a young age due to their dangerous quests, and they spend most of their time away from the populace and in the wilds.
All Scouts, similar to Warriors, take in the spirit of a wolf at sixteen as their rite of passage. The spirit grants inhuman speed and agility, but it will make the host more aggressive and instill a pack mentality. The risk of having to fight the spirit for control of actions is still present.
This caste serves as the police force for Meridas, and are extremely popular. When a Merian thinks of their city, they think of the Steam Knights and their gleaming gold armor. They use breech-loading guns (automatic weapons are not in existence) with a blade in accord for close combat. They tend to favor pistols, but will use rifles if assisting the army or executing a raid. Their uniforms are heavy metal with interior machinery that allows them to move more easily in the cumbersome armor. They have an appearance of brass. They often live in the wealthier areas with access to steam technology and will usually share their house with one or two other people to conserve space. They are given a fair education. The Knights have a population of medium size.
Steam Knights are ignorant of spirituality, and have a culture of actively rejecting spirits. As such, the spirit world does not look favorably upon them.
This is a caste whose existence is unknown to all but the upper echelon of royalty. Assassins will wear the mark of a Noble and act as such in polite society, but carry a skull tattoo at the top of their back to signify their true caste. They serve as protectors of Cafka line or their allies, though they will only reveal their presence to each other or the Cafka. They are stealthy and ruthless, and if given a target, will reliably end them without revealing themselves. They are cunning at social maneuvering and using poisons, but will use crossbows or short blades if the situation demands it. Their education is minimal, and they live in quarters provided by the Cafka. Assassins exist in by far the lowest number of all the castes.
Their connection to spirits is not malicious, simply apathetic. The assassins have simply not yet garnered a reputation with spirits.
Scholars pore over ancient religious texts in the ruins of great archives that dot the lands in search of technological guidance. The scholars piece together translations and construct new devices for the benefit of the people. Each scholar will keep an automaton about the size of a dog to offer self-defense, but they vary in functionality and appearance. Scholars have the greatest degree of education save the Cafka themselves. They may live in large halls that have been provided to the caste, or in their own houses in the richer districts.
Scholars? connections to the spirits vary wildly.
If Steam Knights are the face of Meridas, then Monks are the heart. They are deeply connected with the spirits, but do not have an alliance with a specific kind; rather, they are simply trusted by many spirits. They usually wait until they reach the status of elder before taking a spirit into themselves, as Monks are taught not to take it lightly, and to meditate long on which spirit best suits them. Monks are taught never to kill, and only to inflict pain when absolutely necessary, but the lessons don?t stick with everyone. They are trained in martial arts to aid in spiritual enlightenment and are also agile. Their charisma and respected status allow them to excel in social situations. Monks live in the Great Temple, which is beset upon by fierce debate regarding whether or not the Lord should be eliminated (a popular opinion, despite the common pacifist views) or reconciled with.
These men and women are the staunch protectors of Meridas, serving as the infantry of the Meridan standing army. They are trained from a young age to fight with primitive weapons ? axes, hammers, shields ? and to be in touch with nature. They wear enough armor to protect themselves, but not to slow them down. In Meridan society, Arcane Warriors are respected and feared for their service. They usually reside in forward camps, if on an expedition into the wilderness, or in the homes of Meridan denizens, where they are provided room and board under the quartering act. Some Warriors drive their hosts to financial ruin with their antics, but others are more respectful. The caste, despite the danger it faces, is large in number.
Every Arcane Warrior takes the spirit of a bear into themselves as part of their rite of passage, at age sixteen. The spirit grants them inhuman constitution and strength, but the Warrior is often influenced by his bear. Often, warriors become more territorial and ruthless, and if the bear is particularly dominant, will have to consciously debate the bear should a decision need to be made. The extent to which these effects occur depends on the resolve of the Warrior and the resolve of the bear.
The Scouts provide knowledge of the situation in the wilds, hunt monsters and animals, and assist the Warriors in matters of battle. Scouts are trained from birth in the use of the bow and blade, some favoring one over the other. They also have knowledge of herbs and plants that dwarfs any other caste. They wear minimal leather armor almost all of the time, mostly just to protect from scrapes and bruises. Meridans respect the scouts, but they do not have a large presence, as they are few in number. Many Scouts die at a young age due to their dangerous quests, and they spend most of their time away from the populace and in the wilds.
All Scouts, similar to Warriors, take in the spirit of a wolf at sixteen as their rite of passage. The spirit grants inhuman speed and agility, but it will make the host more aggressive and instill a pack mentality. The risk of having to fight the spirit for control of actions is still present.
This caste serves as the police force for Meridas, and are extremely popular. When a Merian thinks of their city, they think of the Steam Knights and their gleaming gold armor. They use breech-loading guns (automatic weapons are not in existence) with a blade in accord for close combat. They tend to favor pistols, but will use rifles if assisting the army or executing a raid. Their uniforms are heavy metal with interior machinery that allows them to move more easily in the cumbersome armor. They have an appearance of brass. They often live in the wealthier areas with access to steam technology and will usually share their house with one or two other people to conserve space. They are given a fair education. The Knights have a population of medium size.
Steam Knights are ignorant of spirituality, and have a culture of actively rejecting spirits. As such, the spirit world does not look favorably upon them.
This is a caste whose existence is unknown to all but the upper echelon of royalty. Assassins will wear the mark of a Noble and act as such in polite society, but carry a skull tattoo at the top of their back to signify their true caste. They serve as protectors of Cafka line or their allies, though they will only reveal their presence to each other or the Cafka. They are stealthy and ruthless, and if given a target, will reliably end them without revealing themselves. They are cunning at social maneuvering and using poisons, but will use crossbows or short blades if the situation demands it. Their education is minimal, and they live in quarters provided by the Cafka. Assassins exist in by far the lowest number of all the castes.
Their connection to spirits is not malicious, simply apathetic. The assassins have simply not yet garnered a reputation with spirits.
Scholars pore over ancient religious texts in the ruins of great archives that dot the lands in search of technological guidance. The scholars piece together translations and construct new devices for the benefit of the people. Each scholar will keep an automaton about the size of a dog to offer self-defense, but they vary in functionality and appearance. Scholars have the greatest degree of education save the Cafka themselves. They may live in large halls that have been provided to the caste, or in their own houses in the richer districts.
Scholars? connections to the spirits vary wildly.
If Steam Knights are the face of Meridas, then Monks are the heart. They are deeply connected with the spirits, but do not have an alliance with a specific kind; rather, they are simply trusted by many spirits. They usually wait until they reach the status of elder before taking a spirit into themselves, as Monks are taught not to take it lightly, and to meditate long on which spirit best suits them. Monks are taught never to kill, and only to inflict pain when absolutely necessary, but the lessons don?t stick with everyone. They are trained in martial arts to aid in spiritual enlightenment and are also agile. Their charisma and respected status allow them to excel in social situations. Monks live in the Great Temple, which is beset upon by fierce debate regarding whether or not the Lord should be eliminated (a popular opinion, despite the common pacifist views) or reconciled with.
These are the descendents of refugees or slaves. Many of them are still slaves, as dictated by the nobility and the Steam Knights. They live in squalid conditions and perform most of the manual labor that sustains Meridas, enslaved or not. The fortunate become shopkeepers and merchants. Others immerse themselves in the criminal underworld, where trafficking of the ?moon dust? drug, prostitution, and extortion are favorite activities. Casteless are spat upon by most other denizens of Meridas, and are forced to live in caverns carved out of the ground. If a Casteless can fight, they will use any weapon they can get their hands on, or just their hands. They don?t carry their weapons, though, as Steam Knights will attack an armed Casteless on sight. They are very numerous.
Their spiritual connections vary, but tend towards nonexistent. However, Spider spirits are known to favor Casteless.
Their spiritual connections vary, but tend towards nonexistent. However, Spider spirits are known to favor Casteless.
Name: Keep it ancient/medieval sounding. I don't want any Steves running around.
Age: How old you are. Keep it around 18-35.
Gender: What's between your legs?
Caste/Skills: Pick one from the list above; just include the most specific classification (eg. Monk instead of Enlightened Monk). You should also specify what weapons you use (if any), and what non-combat skills you have here.
Appearance: Tell us what you look like (or, if you can draw, show us). Make sure to keep in mind your caste here.
Biography: A little information on what?s happened in your character?s life. Make sure to include their outstanding actions during the invasion. No need to be super detailed, as you?ll have opportunities to flesh it out as the RP goes on.
Personality: This should also be fairly brief, as once again, you?ll have ample time to show your character's? well, character.
Extras: If there?s anything else you want to add, stick it here.
Age: How old you are. Keep it around 18-35.
Gender: What's between your legs?
Caste/Skills: Pick one from the list above; just include the most specific classification (eg. Monk instead of Enlightened Monk). You should also specify what weapons you use (if any), and what non-combat skills you have here.
Appearance: Tell us what you look like (or, if you can draw, show us). Make sure to keep in mind your caste here.
Biography: A little information on what?s happened in your character?s life. Make sure to include their outstanding actions during the invasion. No need to be super detailed, as you?ll have opportunities to flesh it out as the RP goes on.
Personality: This should also be fairly brief, as once again, you?ll have ample time to show your character's? well, character.
Extras: If there?s anything else you want to add, stick it here.
On characters:
I'm not looking for a completely even spread of castes and personality types. After all, seeing two people of similar backgrounds develop differently in the same circumstances can be interesting. However, I don't particularly want a party containing four Arcane Scouts or whatever happens to be most popular. I am also imposing a pre-emptive cap of one for Steam Assassins; I don't feel that having more of that caste will add anything, and I anticipate that this will be the most popular. But don?t be discouraged from trying.
I'll likely have comments on submitted sheets, and if there's conflict with the lore, then I'll let you know and perhaps give suggestions on how to fix the issue.
If I get some interest, I'll put some more of the backstory that's floating around in my head to paper for your enjoyment. If not, then oh, well.
I'll create a sheet of my own once I pick everyone else's, as I don't want to influence your choices.
EDIT: Here's a meaty bit of information on various kinds of spirits. This isn't exactly required reading.
The following is a collection of excerpts from Elder Scholar Jun's "The Bestiary of Souls", written before the Age of Trials.
The Spirit Plane has very rarely been visited by mortals, and almost solely by master Monks. It has been reported to be both formless and ever-shifting, yet harshly divided into regions. These regions house specific species of spirits, and though they are each dynamic and unpredictable, will generally conform to certain patterns. The spirits also rank themselves in a hierarchy, sorted generally by power.
Normally, in our society, we do not think of accepting a Spirit as possession, as the Warriors and Scouts accept a Spirit completely willingly. However, all that is required is a willing Spirit, not participant. Now, it doesn't usually occur this way because getting out of a body is far more difficult than getting in, and most Spirits have no guarantee that they will be able to overpower the mortal, but in the case of Tormented and, to a lesser extent, Spiders, it is a danger. If a mortal already has a Spirit within them, they are most likely fine, as the hierarchy tends to determine the new owner of the mortal. But, should the pre-existing Spirit fail, it is cast into oblivion, the mortal's mind warped, and the new Spirit takes hold.
Said to be avatars and servants to The Lord himself, Dragons are powerful, wise, and brutal. They have dominion over fire, and their domain is of volcanic mountain ranges interspersed with large, stone flora. Those who take a Dragon into themselves can rarely best its resolve, but the Dragon is often content to let the mortal do as it pleases. The mortal will be granted the ability to extend itself by exerting control over flame, but to truly master the abilities of a Dragon requires time and patience.
The Eagle, in Meridan culture represents wisdom and morality. The Eagle spirit is outclassed by many other spirits in terms of raw power, but its free and upstanding nature earns it great respect. Eagles favor order and peace, and are not afraid to strike mortals or other spirits down if they believe it furthers these goals. Their domain consists of cliffs that have been disembodied from the earth, floating in the sky. They are covered densely in strange plants of all sorts, such as large mushrooms and spiraling trees. They are known to inhabit mortals only once every century or so.
These are the true nature spirits. They inhabit trees and may switch to different trees on a whim. When an Arboreal finds a tree, the new body converts its roots to legs and can transform its bark to become weapons. They are right at home in forests, where, if immobile, they can blend in perfectly. Arboreals have shown favor to Grainheart, and have been known to aid the nation in times of war by providing the enemy a land where every inch of forest is hostile. A common tactic when fighting Arboreals is to let fly arrows covered in turpentine to burn down patches of forest, but this makes the invading force?s position and intent known to the Grainhearts. Arboreals inhabit a domain of dense rainforest, with layer upon layer of trees, some growing out of each other. When small animals die, their souls inhabit the Arboreal domain, where they are looked after.
A truly mysterious spirit, the White Beasts appear seemingly randomly in our world, to kidnap or kill one mortal, then disappear. They are seen very rarely, and accounts of their appearance vary wildly, but witnesses do seem to agree that these are creatures of immense stature covered with bright white fur, with long, thick arms that drag along the ground while their strong legs propel them at immense speeds. Some say they have horns, others that they have wings, others that they have two heads. The domain of the White Beasts has only briefly been visited by the Elder Monk Havine before he was forcibly removed, but he glimpsed a vast frozen wasteland.
These spirits are joined in essence, and inhabit the same domain. They are strong and harsh, and have a deep connection to Meridas. Except in their alliance to the Arcane castes, the Wolves and Bears do not meddle in the affairs of mortals, though they are keenly attuned to the happenings of the world. Their domain is one of towering, golden structures, much like Meridas, but overgrown with vines and ferns. The architecture shifts and molds itself into odd shapes autonomously. To accept the spirit of a Wolf increases one?s speed and agility, while the Bear increases strength and constitution.
The Tormented solely inhabit the bodies of humans, dead or alive, and their spiritual forms appear as black smoke in the form of a man. They are unintelligible, communicating solely through shrieks of agony, unlike most spirits, and extremely hostile towards mortals. Live humans rarely accept the Tormented into themselves, but the weak-willed, near-dead, or corpses will find themselves unable to resist. The living who are possessed by Tormented can only be free of the spirit in death, but gain immense power and control over the elements and terrain. The undead are strong, fast, and seemingly indestructible, as removing a limb or even head does not slow them down. Tormented inhabiting corpses may switch to new ones, so if their host becomes sufficiently damaged, they may create a new one. Tormented are notorious for their persistence in destroying man-made structures, and only the most ancient of spirits know why. Tormented have only begun to appear at the beginning of the Age of Trials.
Though powerful, the Spider is the most hated and reviled of the spiritual hierarchy. They are sadistic, deceitful, and hold nothing sacred except their own urges. Their domain is a vast expanse of tunnels, usually covered in webs, and containing trapped spirits that are feasted upon. In the physical world, Spiders form their bodies by forcing massive amounts of bug life into a large mass, which they then inhabit and manipulate to resemble their own form. They are gluttonous creatures that enjoy capturing mortals in their webs where their flesh and spirits are feasted upon. Very few survive being entrapped by a Spider, and all accounts agree that the experience is immeasurably painful. Survivors are rarely sane. Because Spiders are outcast in the Spirit and physical realms for what they deem to be their nature, they identify with the rejects and downtrodden of society, often offering to inhabit their bodies so as to help them secure a better station in life. A person inhabited by a spider may restore their vitality and increase their strength by eating other mortals, or, if particularly powerful, may consume their essences remotely.
Guns can pierce most armors with ease. Heavy-duty gear such as the kind Steam Knights wear is bullet-resistant, but not impervious.
Because bullets find their utility mostly in armor-piercing, their effects on humans are far from deadly. They will pierce flesh, but because of the precision, bullets will usually immobilize as well as cause bleeding, unless they make contact with the brain. If a bullet wound is not treated properly, infection will occur, which will be a problem for enemies and players alike. Modern weapons are breech-loading, meaning that they load from the back, but cartridges have not been invented, so the gunpowder and the bullet must be inserted independently. This takes a minute at most, perhaps more if the gun is of a rare make that uses clips.
Pistols are short-range, so don't expect any shots to land at more than ten yards. Rifles are assured hits for the ranges of combat that will occur.
Because bullets find their utility mostly in armor-piercing, their effects on humans are far from deadly. They will pierce flesh, but because of the precision, bullets will usually immobilize as well as cause bleeding, unless they make contact with the brain. If a bullet wound is not treated properly, infection will occur, which will be a problem for enemies and players alike. Modern weapons are breech-loading, meaning that they load from the back, but cartridges have not been invented, so the gunpowder and the bullet must be inserted independently. This takes a minute at most, perhaps more if the gun is of a rare make that uses clips.
Pistols are short-range, so don't expect any shots to land at more than ten yards. Rifles are assured hits for the ranges of combat that will occur.
The beasts that can be found roaming the world during this age seem to follow no patterns; they are randomly created, but almost always either mindless or ruthless. Some are harmless due to their forms -- massive balls of legs have been reported, and are every bit as disturbing and harmless as you'd expect. Most, however, are quite deadly. They will often appear as carcasses of wolves, bears, and other animals, but will also appear as cobbled-together hybrids of many animals. Bulls with skin seemingly consisting of writhing snakes, birds with horns in place of their beak and a scaly tail in place of a feathery one, and even horses with fish heads have been reported. However, some defy the limitations of pre-existing animals all together, and take entirely unique forms. Beasts almost never feature humanoid traits, and if they do, they are not in a significant fashion. However, Magi, living mortals that have been possessed by Tormented, will often take their power to the wilds, where they gather the mindless hordes of beasts that lurk in the rocks and trees and form an ungodly army. These have plagued Meridas for some time, but our Arcane castes have always held their ground against this evil.
--Excerpt from Scholar Yuwarn's "The Wilds", written seven years prior to the present
--Excerpt from Scholar Yuwarn's "The Wilds", written seven years prior to the present
There has only ever been one religion in Meridas, and thus it has earned no proper name. It is monotheistic, and describes the Lord as the one who took the world and shaped continents and creatures to inhabit it. The Lord is not all-powerful, but the limits of His strength are not known with precision. Religion teaches that three pillars form the basis of the world: life and death, heat and cold, power and subservience. Humanity can only prosper when the three pillars are in balance.
The First Pillar: This pillar describes the interplay between life and death. This is often interpreted as the spiritual pillar, and symbolizes the importance of open-mindedness and critical thinking.
The Second Pillar: Heat and cold represent the physical aspects of creation. This pillar symbolizes the importance of grounding oneself and maintaining a realistic outlook.
The Third Pillar: Power and subservience describe the philosophy of both nature and civilization. In nature, the strong survive and the weak perish in order to sustain the strong. In civilization, the strong command the weak, but for the benefit of all.
In death, those who help preserve the balance are awarded an eternity by the side of the Lord, where they live in pure bliss. Those who upset the balance are allowed to slip into nothingness, where their very existence is purged from reality.
The First Pillar: This pillar describes the interplay between life and death. This is often interpreted as the spiritual pillar, and symbolizes the importance of open-mindedness and critical thinking.
The Second Pillar: Heat and cold represent the physical aspects of creation. This pillar symbolizes the importance of grounding oneself and maintaining a realistic outlook.
The Third Pillar: Power and subservience describe the philosophy of both nature and civilization. In nature, the strong survive and the weak perish in order to sustain the strong. In civilization, the strong command the weak, but for the benefit of all.
In death, those who help preserve the balance are awarded an eternity by the side of the Lord, where they live in pure bliss. Those who upset the balance are allowed to slip into nothingness, where their very existence is purged from reality.
Your character and his/her Spirit:
In basic character creation, I'm going to have to insist that you stick to accepting Wolf and Bear spirits, if any. If you want to test those boundaries, I will take a look at what you come up with, but my answer will very likely be, "sorry, but no."
In spite of the spiritual/magical aspects of the RP, we will be adhering to a greater level of realism than seen in your typical, say, RPG or such. The only way to cause an instant kill is to inflict severe trauma to the head. If you're stabbed without armor, that's going to go straight through (though a Bear Spirit will stop the blade partway through the muscle). If you are cut, you will have to address problems such as bleeding and infection. If you break a bone, that will take time to heal (though herbs will allow the healing to occur at a much faster pace than in real life). If you're shot, attempting to remove the bullet runs the risk of serious medical complications. If you stab someone else, expect blood to get on you. If your armor is sufficiently heavy (Steam Knights, take note), you will have to enlist aid in putting on/taking off the armor. If you knock someone out via trauma to the head (and they manage to not die), they are more likely to suffer from a coma afterwards or wake up several seconds later rather than sleep harmlessly for an amount of time that is convenient. I could go on and on, but you get the idea.
The reason for this is that much of the RP is open-ended. Most objectives have multiple paths to the goal, and they won't necessarily be spelled out for you beforehand. For this to work properly, there needs to be a reliable set of rules that you can count on while formulating a plan.
The reason for this is that much of the RP is open-ended. Most objectives have multiple paths to the goal, and they won't necessarily be spelled out for you beforehand. For this to work properly, there needs to be a reliable set of rules that you can count on while formulating a plan.
Name: Artus Jaluk
Age: 21
Gender: Female
Caste/Skills: Steam Knight. Is capable of moving in Steam Knight armor, and is skilled with a rifle and shortsword. Artus is very familiar with the machinations and schemes that are common to politics. She can also carry a tune.
Appearance: Artus is usually found in full Steam Knight regalia. Her face is thin and short. Her eyes are brown, as is her hair, and her skin is darkened from her time spent outdoors. She stands at a formidable height, just under six feet, and features a muscled build.
Biography: The Jaluk family was once an unremarkable, faceless collection of Steam Knights. They performed their duties just well enough to keep out of trouble, but poorly enough to avoid recognition. That all changed with Artus.
When Artus was born, little was expected of her. She would pass her training, patrol the streets, and continue the lineage. But when she surpassed many of her fellow students in almost every respect, all eyes were on her.
The Knight Academy at which she trained was visited by a young noble when she was eight. Artus was selected by the trainers to put on a demonstration for the noble. The young boy, Nemin Halius, was impressed by her skills, and the two became fast friends afterwards.
When Artus graduated from the academy, she was immediately acquisitioned by the Halius family to defend their son. This was not an unusual task for a Steam Knight, as very few nobles are of sufficient rank to be granted Steam Assassins, but what was uncommon was receiving the work right out of school, and when Artus came from a family of so little renown. With the pay from her new work, the Jaluk household grew wealthy and proud, but also greedy.
Artus?s parents began to pressure her into seducing Nemin to help ?cinching the deal.? She resisted at first, but eventually decided it was for the best. Nemin, who knew her well, saw through her ruse and refused her advances, knowing they weren?t genuine. Their friendship was, in fact, strengthened, but not how it was expected.
During the attack, Artus was stationed at one of the Halius family mines. She had Nemin hide, and was able to fend off the beasts by successfully organizing the Casteless slaves. Her accomplishment, along with her young age, earned her the attention of the Cafka themselves.
Personality: Artus is somewhat naïve in her firm belief in the effectiveness of law. She has not considered the possibility of crime being committed due to necessity, and is convinced that money and power can only be obtained through merit. She is, however, open to new ideas so long as evidence is shown to support them. Artus believes that the Lord is not entirely gone, and does still watch over the world, using this to explain her feats of might. She believes that if the Lord is reminded of humanity?s merits, He will remove the curse of His own will.
Extras: Artus carries a lute and has vast knowledge of Meridan folklore and culture, learned from Nemin.
Age: 21
Gender: Female
Caste/Skills: Steam Knight. Is capable of moving in Steam Knight armor, and is skilled with a rifle and shortsword. Artus is very familiar with the machinations and schemes that are common to politics. She can also carry a tune.
Appearance: Artus is usually found in full Steam Knight regalia. Her face is thin and short. Her eyes are brown, as is her hair, and her skin is darkened from her time spent outdoors. She stands at a formidable height, just under six feet, and features a muscled build.
Biography: The Jaluk family was once an unremarkable, faceless collection of Steam Knights. They performed their duties just well enough to keep out of trouble, but poorly enough to avoid recognition. That all changed with Artus.
When Artus was born, little was expected of her. She would pass her training, patrol the streets, and continue the lineage. But when she surpassed many of her fellow students in almost every respect, all eyes were on her.
The Knight Academy at which she trained was visited by a young noble when she was eight. Artus was selected by the trainers to put on a demonstration for the noble. The young boy, Nemin Halius, was impressed by her skills, and the two became fast friends afterwards.
When Artus graduated from the academy, she was immediately acquisitioned by the Halius family to defend their son. This was not an unusual task for a Steam Knight, as very few nobles are of sufficient rank to be granted Steam Assassins, but what was uncommon was receiving the work right out of school, and when Artus came from a family of so little renown. With the pay from her new work, the Jaluk household grew wealthy and proud, but also greedy.
Artus?s parents began to pressure her into seducing Nemin to help ?cinching the deal.? She resisted at first, but eventually decided it was for the best. Nemin, who knew her well, saw through her ruse and refused her advances, knowing they weren?t genuine. Their friendship was, in fact, strengthened, but not how it was expected.
During the attack, Artus was stationed at one of the Halius family mines. She had Nemin hide, and was able to fend off the beasts by successfully organizing the Casteless slaves. Her accomplishment, along with her young age, earned her the attention of the Cafka themselves.
Personality: Artus is somewhat naïve in her firm belief in the effectiveness of law. She has not considered the possibility of crime being committed due to necessity, and is convinced that money and power can only be obtained through merit. She is, however, open to new ideas so long as evidence is shown to support them. Artus believes that the Lord is not entirely gone, and does still watch over the world, using this to explain her feats of might. She believes that if the Lord is reminded of humanity?s merits, He will remove the curse of His own will.
Extras: Artus carries a lute and has vast knowledge of Meridan folklore and culture, learned from Nemin.